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Warhammers

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Warhammers Warhammers are a type of versatile martial melee weapon. The following are some base attributes common to most warhammers, although special or magical variants may be significantly different. For the most common, nonmagical type of this weapon, see Warhammer. Further down below, you can find a list of all warhammers in the game.

Properties

One-handed damage
Two-handed damage
1d10 (1~10) + Strength modifier Bludgeoning⁠Bludgeoning
Details
Versatile Versatile
Melee: 1.5 m (5 ft) Melee: 1.5 m (5 ft)
Dippable Dippable

Actions[edit section]

Proficiency Icon.png If you have proficiency, equip in main hand to gain:
Backbreaker Backbreaker (Action)
Put extra force behind your strike to possibly knock your enemy Prone Prone. (Recharge: Short rest Recharge: Short rest.)
Concussive Smash Concussive Smash (Action)
Hit an enemy with all your might to deal damage and possibly Daze Daze them. (Recharge: Short rest Recharge: Short rest.)
Weakening Strike Weakening Strike (Action)
Target an enemy's hands with a non-lethal attack and possibly inflict Weak Grip Weak Grip. (Recharge: Short rest Recharge: Short rest.)

List of warhammers

ItemEnch.DamageDamage
type
WeightPriceSpecial
Pactbound Warhammer1d8Bludgeoning2.7 kg
5.4 lb
0
Warhammer1d8Bludgeoning2.7 kg
5.4 lb
50
Ceremonial Warhammer+11d8 + 1Bludgeoning2.7 kg
5.4 lb
65
Faithbreaker+11d8 + 1Bludgeoning2.7 kg
5.4 lb
300
Absolute Power Absolute Power (Action)
A surge of Divine energy accompanies your swing. It deals an additional 1d6⁠Force⁠Force damage and possibly pushes your target back 5 m (17 ft). (Recharge: Short rest Recharge: Short rest.)
Intransigent Warhammer1d8Bludgeoning2.7 kg
5.4 lb
100
Impulse Blast
Knocks nearby creatures Prone Prone after killing a target or landing a Critical Hit.
Warhammer +1+11d8 + 1Bludgeoning2.7 kg
5.4 lb
65
Charge-Bound Warhammer+11d8 + 1Bludgeoning2.7 kg
5.4 lb
310
Favoured Weapon
This weapon has a +1 bonus to damage and Attack Roll Attack Rolls.
Galvanic Currents
This weapon deals an additional 1d6⁠Lightning⁠Lightning damage.
  • This hammer's magical powers only function if it's bound to an Eldritch Knight or is a Warlock's Pact or Hexed weapon. These effects are in addition to the weapon's +1 enchantment. Due to both the enchantment and the favoured weapon bonus stacking, this weapon is effectively a +2 weapon when bound.
Clown Hammer+21d8 + 2Bludgeoning2.7 kg
5.4 lb
310
Grim Irony
Whenever this weapon lands a critical hit, both target and attacker must succeed a Wisdom Saving Throw, or be affected by fits of laughter fits of laughter.
Hammer of the Just+21d8 + 2
1d4
Bludgeoning
Radiant
2.7 kg
5.4 lb
310
Slay the Wicked
This weapon deals an additional 1d6⁠Bludgeoning⁠Bludgeoning damage against Fiends and Undead.
Detect Thoughts Detect Thoughts (Action)
Cast as a level 2 spell (Recharge: Long rest Recharge: Long rest.)
Ketheric's Warhammer+11d8 + 1
1d4
Bludgeoning
Psychic
2.7 kg
5.4 lb
310
Warhammer +2+21d8 + 2Bludgeoning2.7 kg
5.4 lb
155
Dwarven Thrower+21d8 + 2Bludgeoning2.7 kg
5.4 lb
770
Homing Weapon
This weapon will return to its owner when thrown.
Dwarven Thrower
When a dwarf throws this warhammer, it deals an extra 1d8⁠Bludgeoning⁠Bludgeoning damage, or an extra 2d8⁠Bludgeoning⁠Bludgeoning damage if the target is a Large, Huge, or Gargantuan creature.
Orphic Hammer+31d8 + 3Bludgeoning2.7 kg
5.4 lb
770
Spell Resistance
You have Advantage Advantage on Saving Throw Saving Throws against spells.
Unshackling Strike Unshackling Strike (Action)
Smite the magical bonds keeping a creature Restrained Restrained, Paralyzed Paralyzed, and Stunned Stunned, freeing it.

Legacy content

External links[edit section | visual editor]

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